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  #31 (permalink)  
Old 03-07-2008, 07:15 AM
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Official Trailers are usually pants imo. Gameplay vids are the only way to get an idea of what its really going to be like.
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Old 03-07-2008, 07:02 PM
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never played any of the previous SOCOM's but after reading this, and watchin a few videos its looks ace.

i like the sound of the online play in this, with proper clan systems etc.
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  #33 (permalink)  
Old 03-07-2008, 07:04 PM
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Quote:
Originally Posted by Syko22 View Post
never played any of the previous SOCOM's but after reading this, and watchin a few videos its looks ace.

i like the sound of the online play in this, with proper clan systems etc.
You will not be disappointed... i hope (after all my buildup)
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Old 03-07-2008, 07:44 PM
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Quote:
Originally Posted by Banana Man View Post
Official Trailers are usually pants imo. Gameplay vids are the only way to get an idea of what its really going to be like.
Yeah theres loads of gameplay ones on youtube there..

Quote:
Originally Posted by Banana Man View Post
You will not be disappointed... i hope (after all my buildup)
Same here Id go mental if it wasnt as good as I hoped
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Old 08-07-2008, 12:48 AM
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The weapon wheel is one of the features that was shown at the Media Day and a few other events, but not a lot has been said about it overall. So, here's a quick primer on how it works.
First, the official name for it is the "radial weapon select screen." Thanks to Seth and Abigale for clearing that up for me.

Tapping Circle (the default button assignment) changes your fire mode. You can switch your gun from semi-auto, two round burst, three round burst, or fully automatic (assuming it supports the fire mode) by tapping circle.
(If you're thrown off by the two round burst thing, don't worry about it. I was, too! It turns out that there are a few real world guns that employ that. If it's in the real world, it's in SOCOM: Confrontation.)

Pressing and holding Circle, however, brings up the radial weapon select screen. It's a blue-ish circle that has, in clockwise order, your item in slot 1, your primary weapon, your item in slot 2, and, at the bottom, your secondary weapon.
Switching weapons is as easy as pointing in the direction of the one you want and releasing Circle. It sounds like something that may not be easy to do under fire, but honestly, after spending some time with it, it quickly becomes second nature. You get used to the positions of the weapons (10 o'clock, 12 o'clock, 2 o'clock, and 6 o'clock) and it's pretty easy to flick the left stick on the run, whip out your grenade, and switch back. Even then, to make things a little more convenient, there's a quickswap mapped to L1 (again, default).




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Old 08-07-2008, 12:54 AM
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Quote:
Originally Posted by Steviegriff View Post
The weapon wheel is one of the features that was shown at the Media Day and a few other events, but not a lot has been said about it overall. So, here's a quick primer on how it works.
First, the official name for it is the "radial weapon select screen." Thanks to Seth and Abigale for clearing that up for me.

Tapping Circle (the default button assignment) changes your fire mode. You can switch your gun from semi-auto, two round burst, three round burst, or fully automatic (assuming it supports the fire mode) by tapping circle.
(If you're thrown off by the two round burst thing, don't worry about it. I was, too! It turns out that there are a few real world guns that employ that. If it's in the real world, it's in SOCOM: Confrontation.)

Pressing and holding Circle, however, brings up the radial weapon select screen. It's a blue-ish circle that has, in clockwise order, your item in slot 1, your primary weapon, your item in slot 2, and, at the bottom, your secondary weapon.
Switching weapons is as easy as pointing in the direction of the one you want and releasing Circle. It sounds like something that may not be easy to do under fire, but honestly, after spending some time with it, it quickly becomes second nature. You get used to the positions of the weapons (10 o'clock, 12 o'clock, 2 o'clock, and 6 o'clock) and it's pretty easy to flick the left stick on the run, whip out your grenade, and switch back. Even then, to make things a little more convenient, there's a quickswap mapped to L1 (again, default).




whos seth and abigale
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  #37 (permalink)  
Old 08-07-2008, 12:57 AM
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Quote:
Originally Posted by Assassin24 View Post
whos seth and abigale
All this info from socom.com Copied and pasted
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  #38 (permalink)  
Old 11-07-2008, 12:16 AM
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What will be the defaults for auto-matched games? Ranged Explosives, Friendly Fire, etc.
We have two different types of auto-matching. The first is Ranked auto-match. Ranked will have Respawns OFF, Friendly Fire ON, Rocket Launchers OFF, Grenade Launchers OFF and players will have the option of playing an objective based game or pure Suppression. UnRanked auto-match will have Respawns ON, Friendly Fire OFF, Rocket Launchers ON, Grenade Launchers ON and like ranked players will be able to choose to play objective based modes or pure suppression.
Will respawn stats be tracked separately from unranked round based stats or will respawn stats not be tracked at all?
This is where some confusion exists between ranked and unranked games. We record and separate all stats for ranked and unranked games and players will be able to toggle between them in the Service Records section of the main menu.
All ranked games are NO respawn, and unranked games can be whatever you desire. Unranked games will record stats regardless of the respawn setting.
Will huge maps and vehicles ever be implemented into confrontation as downloadable content in the future?
This is something we have never considered or planned for, so as of today the answer is “no.”
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  #39 (permalink)  
Old 11-07-2008, 05:10 PM
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Quarantine wavers between being claustrophobic and wide open. The interiors tend to be segmented in such a way that you can easily turn a corner and happen upon a nest of enemies. It isn't so much that there are nooks and crannies as there are areas with sharp turns or alcoves. It adds a frantic feel to an already tense game.
Of course, the outside is more open, but frantic in its own way. You have greater visibility, and are able to see both inside areas (where windows and doors allow) and outside areas, but the trade off is that you're a pretty conspicuous target if you aren't careful. The catwalks outside, and the water areas, open up new routes and attack points, letting you set up some killer ambushes if you're teammates are on point.



Kasbah is something else entirely. It feels like a map that'll have a few areas that are tailor-made for insane battles, with sniper perches over them. If you think of, say, gladiatorial arenas, you're on the right track. There are a couple areas like that spread around Kasbah. They also have an upper level that'll let you tilt the odds.
To me, Kasbah feels like a map that requires you to stay moving, even when sniping. Camping seems like a losing man's game, since there are so many pathways, entry points, elevated (or sunken!) areas, and hazards. I'll be interested to see how people end up playing on it.
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  #40 (permalink)  
Old 11-07-2008, 06:10 PM
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we got a release date on this yet ?
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  #41 (permalink)  
Old 11-07-2008, 06:14 PM
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http://www.ps3-leagues.co.uk/forum/f...delayed-16461/ (Socom Delayed)
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  #42 (permalink)  
Old 11-07-2008, 06:17 PM
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cheers bud
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Old 16-07-2008, 06:22 PM
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http://uk.ps3.ign.com/dor/objects/90...d=e3ip3ulgqvml

Best SOCOM video up to now, it's been out a while and not sure if it's been posted, but watch it again anyway. ^_^ And even tha is months from the final product.. *Gets hard*
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  #44 (permalink)  
Old 18-07-2008, 02:16 AM
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When you use PTT can individuals on the opposing team hear you, or is it only when you talk with out pushing the talk button that the opposing team could hear you if in proximity? Also, if there is a lot of background noise but none of that noise is directly spoken into the mic, will it all be heard through the open mic system and could the enemy potentially hear those noises if in proximity? Is the open mic system only activated by a voice being spoken directly into the mic, or can anything be heard and transmitted through mic system?
There are three things to know about how headset mics work in Confrontation.
1 – Open chat, always-on audio pickup is only used for the party system. If I join up with my friends via the party system, I can talk to them all of the time without doing anything.
2 – Team chat, to the members of your team within a game is activated by Push To Talk. I hold the button, the members of my team hear it. This is true even if I am in a party.
3 – My voice propagates into the game world around my character.
What this means is that as in the real world, the noises I make can give away my position. I can radio my team mates or open-talk to my party at any time, but if the enemy is very close to me, they could overhear me talking into my mic. And yes, you can whisper into your mic and that could reduce the chance that the other team hears you.
The sound propagation is realistic, so players don’t need to worry about being overheard from across the map. Another c